System Economy changed in an unexpected way?

Um.... ok.... So how did this happen, I have more Agricultural and High Tech facilities in the system than anything else, why is the system now Extraction and Industrial. Does it just need 24 hours to recalculate the facility influence or something?

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Mine was classed as a high-tec system before. Which was vaguely my aim. And now it is military/industrial. But there are no military outposts or whatever. There is one Industrial outpost. A Science outpost. The rest are colony stations. Most installations installed except military. There's even a space pub.
Luckily though, I don't really care at this stage.

Flimley
 
.., I don't really care at this stage.

Flimley
You and me both. I thought what happens in the beta is permanent. My fully functioning Roid base is totally useless. Shipyard and Outfitting, of all things, removed. I didn't even check the other things in my disgust. Went and found my ships and flew them home. Oh well, enough trailblazing for me. Back to shooting stuff.
 
You and me both. I thought what happens in the beta is permanent. My fully functioning Roid base is totally useless. Shipyard and Outfitting, of all things, removed. I didn't even check the other things in my disgust. Went and found my ships and flew them home. Oh well, enough trailblazing for me. Back to shooting stuff.

This is pure malice.

Each and every large station, from Coriolis/Asteroid base up, simply has to have Shipyard and Outfitting from the start. Even if all alone in the system, never mind - that's why we haul and haul, to have a place to park our ships, not in neighboring systems. The selection of ships for sale can be meager, of course, at the start - a Sidey, and for the rest build your system, commander. Same with equipment in Outfitting, nothing for starters. Only as a place to call your modules to.
 
This is pure malice.

Each and every large station, from Coriolis/Asteroid base up, simply has to have Shipyard and Outfitting from the start. Even if all alone in the system, never mind - that's why we haul and haul, to have a place to park our ships, not in neighboring systems. The selection of ships for sale can be meager, of course, at the start - a Sidey, and for the rest build your system, commander. Same with equipment in Outfitting, nothing for starters. Only as a place to call your modules to.
I moved my entire mining fleet and modules to my station in the pristine rings. It was amazing to just glide out my front door and start mining in VR. All gone.
 
I'm typing in ignorace here as I havent and dont plan on engaging with 'Colonisaiton' in any way shape or form that isn't piracy
...but dont local economies reflect local resources?
High Metal/Mineral content worlds being best suited to extraction...
ELWs being suited to agriculture...
etc.. etc...

Are CMDRs setting up systems in ways that just dont make sense geologically/logistically, or are FDev reclassifications out of whack?
 
You and me both. I thought what happens in the beta is permanent. My fully functioning Roid base is totally useless. Shipyard and Outfitting, of all things, removed. I didn't even check the other things in my disgust. Went and found my ships and flew them home. Oh well, enough trailblazing for me. Back to shooting stuff.
There was a Shipyard and Outfitting, and they've been removed?? That must be a bug!

I'm going off to check mine now - thought it was odd that my system is now classed as Industrial without a single Industrial installation anywhere, but losing essential facilities like that is shocking
 
Each and every large station, from Coriolis/Asteroid base up, simply has to have Shipyard and Outfitting from the start
No, they don't.

I've been to one coriolis starport enough while shipping materials to my second system enough to take note of the greyed out shipyard panel on the starport services display.

And that's not a trailblazer claimed system (since it doesn't show a system architect in the starport services panel).

Also, your system need to have a minimum tech level before you get a shipyard (although, the T3 starports should have a shipyard regardless)
 
There was a Shipyard and Outfitting, and they've been removed?? That must be a bug!

I'm going off to check mine now - thought it was odd that my system is now classed as Industrial without a single Industrial installation anywhere, but losing essential facilities like that is shocking
Yes fully functioning Asteroid base with large pads, shipyard, outfitting, concourse, commodities, missions, millions of population. Shipyard and outfitting are now gone. Mechan in his video said this is "by design" and "how it should be", because of some Tech level not being 35 or whatever. I have no clue what that means or how to achieve it but frankly I give up.
 
No, they don't.
I've been to one coriolis starport enough while shipping materials to my second system enough to take note of the greyed out shipyard panel on the starport services display.
And that's not a trailblazer claimed system (since it doesn't show a system architect in the starport services panel).
Also, your system need to have a minimum tech level before you get a shipyard (although, the T3 starports should have a shipyard regardless)
Yes they do. It's like building a gas station on the sidewalk. Good luck with it. And if so, why didn't they tell us about this idiotic tech level requirement from the start?? Maybe some of us wouldn't have wasted a month dorking around with something that will be nerfed and useless in the future.
 
No, they don't.

I've been to one coriolis starport enough while shipping materials to my second system enough to take note of the greyed out shipyard panel on the starport services display.

You misunderstood me. Yes they oughta have it from the start.
You wanted to say you witnessed Coriolis stations with Shipyards greyed out - yes, that's what we're objecting here. It's wrong.

You said it yourself.
(although, the T3 starports should have a shipyard regardless)

...and that's what my post said too.
 
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Yes they do. They oughta have it from the start.
You simply say you witnessed Coriolis stations with greyed out - yes, that's what we're objecting here. It's wrong.

You said it yourself.
...and that's what my post said too.
Agreed. Can someone please explain these useless blue check marks to me, what level this is supposed to represent?
Paul, Phil, Arf, David, anyone?

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They couldn't be bothered to put a number next to it? That and how does one raise tech level to above their magical 35?
It would be fun to actually use the base I built for almost a month again. 🤬
 
Agreed. Can someone please explain these useless blue check marks to me, what level this is supposed to represent?
Paul, Phil, Arf, David, anyone?

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They couldn't be bothered to put a number next to it? That and how does one raise tech level to above their magical 35?
It would be fun to actually use the base I built for almost a month again. 🤬

And while you're at it, is there a magic (and very needed) button to see all levels so far for the entire system? Not station per station.
 
Um.... ok.... So how did this happen, I have more Agricultural and High Tech facilities in the system than anything else, why is the system now Extraction and Industrial. Does it just need 24 hours to recalculate the facility influence or something?
System economy is generated by calculating the weighted sum of the various station economies, then take the two largest components of that.

So you might have a lot of Agri/HT facilities, but if the Extraction/Industrial markets are bigger (simplistically, higher population), that will result in an Ext/Ind system display.

That doesn't matter in itself - system economy does absolutely nothing other than change the colour of your system on one galaxy map filter. It's the individual station economies which are important for things like mission generation, market export and import, and so on.

Many of your large station economies probably also have changed from previously, which will have had this effect. That may well matter, depending on what you're going for.

As far as why:
- Frontier released Update 3 on Wednesday
- having described the ground-up rewrite of economic behaviour in the advance patch notes https://forums.frontier.co.uk/threads/elite-dangerous-trailblazers-update-3-now-live.636973/ last Friday (it's most likely the planetary influence rather than the weak links which are causing the shift in your aggregate system economy)
- which implements their earlier threat/aim to rewrite economic behaviour in that way from https://forums.frontier.co.uk/threads/elite-dangerous-colonisation-facilities-markets.635519/ on March 21st

This change is good for:
- people who want their stations to produce something other than H-Fuel and Biowaste, but don't particularly care what, especially those who either didn't read the documentation provided with the original behaviour or didn't have the baseline understanding of how economies work in Elite Dangerous to realise what it implied.
- people building systems with a small number of facilities

This change is bad for:
- people who weren't treating the Beta period as purely experimental [1]
- people building larger systems as economic producers, who want specific commodities to be available



[1] Frontier have not said that the current economic behaviour is the final one; having shown willingness to make major backward-incompatible changes two months in, they could well make another. So now is not the time to start building up your "real" systems either.
 
System economy is generated by calculating the weighted sum of the various station economies, then take the two largest components of that.

So you might have a lot of Agri/HT facilities, but if the Extraction/Industrial markets are bigger (simplistically, higher population), that will result in an Ext/Ind system display.

That doesn't matter in itself - system economy does absolutely nothing other than change the color of your system on one galaxy map filter. It's the individual station economies which are important for things like mission generation, market export and import, and so on.

Many of your large station economies probably also have changed from previously, which will have had this effect. That may well matter, depending on what you're going for.

As far as why:
- Frontier released Update 3 on Wednesday
- having described the ground-up rewrite of economic behavior in the advance patch notes https://forums.frontier.co.uk/threads/elite-dangerous-trailblazers-update-3-now-live.636973/ last Friday (it's most likely the planetary influence rather than the weak links which are causing the shift in your aggregate system economy)
- which implements their earlier threat/aim to rewrite economic behavior in that way from https://forums.frontier.co.uk/threads/elite-dangerous-colonisation-facilities-markets.635519/ on March 21st

This change is good for:
- people who want their stations to produce something other than H-Fuel and Biowaste, but don't particularly care what, especially those who either didn't read the documentation provided with the original behavior or didn't have the baseline understanding of how economies work in Elite Dangerous to realize what it implied.
- people building systems with a small number of facilities

This change is bad for:
- people who weren't treating the Beta period as purely experimental [1]
- people building larger systems as economic producers, who want specific commodities to be available



[1] Frontier have not said that the current economic behavior is the final one; having shown willingness to make major backward-incompatible changes two months in, they could well make another. So now is not the time to start building up your "real" systems either.
That's all fine and dandy but nowhere in all that gibberish does it describe "Tech level". What the hell is Tech level? An economy indicator, a political one and most important, how are we supposed to increase it? How can a fully built T3 station be handed over not functioning without warning? Even worse, functioning, only to be nerfed later. SMH
 
Sir Ian, is there a way to see all the levels (security, tech level, development etc) calculated for the entire system?
No.

You can add up the chevrons by hand for your constructions, but we don't know
- if a chevron is +1 internal value or some other number
- if the internal values for systems start off at zero or some other number

That's all fine and dandy but nowhere in all that gibberish does it describe "Tech level".
No - though nor was the original post anything related to that.

Frontier I think have genuinely forgotten (or been hypnotised by the Thargoid Ignorance Field, perhaps) that they've never actually told us what tech level, development level, etc. are. Their first mention of these properties was I think in https://elite.drinkybird.net/?guid=558d358e9657ba3d07f77772 almost exactly ten years ago, and just like every other mention since doesn't explain what they are or why we should care in the slightest.
 
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